Gameplay programming

This was developed during a student project at DigiPen, the game is an exploration-adventure game, and the character is interacting with the Jellyfish in order to solve a puzzle.

I implemented everything seen in this video, including:

Scripting in Blueprints for interaction between player input and player animation state machine

Scripting for the creature response to the player and movement AI

Scripting for the blue energy jump pad

All Character/creature/environment art, VFX, animations seen in the video

Part of the same project as the previous video, here the player completes a quest for an NPC by filling a pot with some water, and completes a puzzle by bringing a keystone to the lock-pedestal.

I implemented everything seen in the video including:

Scripting for interaction with the chest and objects the player can pick up (pot and the keystone)

All items that can be carried inherit from a Parent Blueprint with all the behavior to detect whether or not the player has attempted to pick it up, a Child Blueprint can then define what the object actually does when the player picks it up as well as the static mesh/collider etc.

Scripting, animations and animation state machine handling for the pickup and throwing actions

Scripting for interaction with NPC and the quest

Scripting for the puzzle

All art, VFX in the video except for the trail particles the player leaves behind.

An early prototype I made for a character movement ability. The player is creating this ice/crystal path in front of them using ‘mana’ as a resource to build it. The initial idea revolved around this as the short-term gameplay loop.

Implemented the scripting for the path creation on player input, it was built for a controller primarily and involved using the analog sticks to direct the path while holding down a button to create it.

Used the SplineMeshComponent provided in Unreal to define a spline that is updated dynamically in-game as the player extends the path. The component takes the spline and deforms a mesh along it, which gives the path its smooth and sinuous appearance.

The player could fly whenever they were above this path, allowing them to use it like an actual path/shortcut through the world.

Also implemented the survival gameplay seen in the HUD bars, which involve an Exposure stat that increased whenever the player was directly exposed to the sun, a Hydration stat that depleted over time and required the player to drink water or otherwise sustain damage to Health.

All art and VFX seen are created by me.

Did NOT implement the character model or animations though, those are provided by Unreal in the Third Person Template.